Call of Duty: Modern Warfare 3


So. At long last, here it is. The latest installment from the shell that remains of Infinity Ward, bringing back those endlessly popular features like sniper rifles, killstreaks that build on one another, and host migration that keeps the multiplayer modes playable!

The first reaction I’ve heard from people on the fence about this game (and, let’s be honest, there aren’t that many) is that they don’t want to pay the Madden Tax to play yet another Call of Duty that, much like any sports game, just isn’t that different from year to year. If you’re of that mindset, you’ve likely already made up your mind about this title. This review probably isn’t going to change your mind either way about this title, so I’m going to try and keep the review brief and focused upon specific observations I have about this game, the ground it breaks (or doesn’t break, as the case may be), etc.

Before I do some quick hits on the game though, it’s worth visiting the game’s new mode. The outstanding mode in Modern Warfare 3 is Survival Mode, which is an offshoot of the single/multi player Covert Ops mode from Modern Warfare 2. Like that title, Modern Warfare 3 includes a panel of special missions (based on levels that appear in the single player, of course) that you can run through that pose unique challenges. New this incarnation, however, is a wave-based horde mode that is very much in the vein of (nearly) identical modes in the last couple of Halo or Gears of War games. If you found those modes satisfying in Halo or Gears (or another title I’ve forgotten. Please forgive me?) you’ll like Modern Warfare 3’s take on it as well. The only possible downside is that, like the true PvP mode, Modern Warfare 3’s survival demands that its players level up to unlock certain equipment pieces. The problem is that the equipment curve in Survival begins with an even more boring selection of equipment. It’s worth noting that the level curve is so much lower that you should earn the equipment you really want in no-time flat, if you’re dedicated to doing so.

So, assuming you’re one of three human beings sitting on the fence today… you’re asking the question, do I want to buy this game? (Or, perhaps more probably, is this game right for X gift recipient?)

FULL DISCLOSURE: I pre-ordered and received the ‘Hardened’ Edition of Modern Warfare 3. I’ll try not to harp on pre-order features, but I’m not going to guarantee I’ve got it right. In addition, I am playing this title on the XBox 360. Addressing technical aspects of the game is pertinent only to the XBox 360 game system.

The Good!
– Multiplayer mode features more guns than ever. Not all of them seem powerful, but none of them seem un-useable (with the possible exception of the handguns, which I don’t deal in).
– Story isn’t bad, actually. It’s well-conceived, and fun to play. The variety in the level design is a nice change!
– Multiplayer mode rewards you for past service by giving you a head start if you’re achieved prestige mode in a previous title (going back to CoD 4!)
– The Prestige Mode now has its own shop that gives you a choice of rewards. Prestiging players can now keep a piece of equipment (such as a favourite gun) through the Prestige Mode. Players are, of course, free to go with more traditional benefits such as adding a custom class or gaining a bonus title and emblem set. The player is able to choose between options at each Prestige level.
– Netcode is very passable. The game will hand off host in extreme circumstances in order to improve gameplay (this was the single biggest downfall of Call of Duty: Black Ops, and no, it’s not close)
– The gun customization in this game is awesome. Adding the customize menu (including such benefits as reducing gun kick, or equipping two attachments) on top of the attachments available really makes you feel like you can get the gun you want to play with.
– New Strike Package system in multiplayer is endless fun.

The Un-Good

– Frankly, it’s Call of Duty. There’s no real innovation here, just a lot of touch-ups. It’s up to you to decide if that’s worth it!
– This game pushes the hardware limits of the console hard, and fast. I’ve noticed some weird system lag issues as a result of this, and the game frankly just doesn’t run as crisply as earlier entries (particularly, CoD 4).
– Story contains a horrifying twist… although, this can be disabled in the game options, much like the level ‘No Russian’ in Modern Warfare 2.
– Weapon balance is – as ever – questionable. Why bother including some weapons that feel utterly useless at higher difficulty levels and in multiplayer arenas? It’s worth noting that all weapons have some (read: dramatically more) use in the single player modes as opposed to the multiplayer environment, but it still feels like some weapons are universally strong, useful, and sustainable… and most others just simply aren’t. Given how many incarnations of Call of Duty we’ve suffered through now, this is the sort of thing that should have started to be fixed.
– Online players are as annoying as ever. Need proof? Take a look back at this review. I’ll see you on XBox Live. 🙂

Bastion!


A short while back, I got a message from a friend of mine. He urged me to download a game available on the XBox Live Arcade called Bastion. Actually, it was more like he demanded. Well, I acquiesced. And I could not possibly be more pleased that I did. Bastion is going to cost interested parties $14.99 (US currency) and is available for the XBox 360 and for PC gamers as well via the Steam network. I have heard no word about it being available (now or in the future) on the Playstation Network.

So what is Bastion?

Well, it’s an action RPG in the tradition of games such as Diablo. You control a character who is known only as the Kid, who makes his way through a city and world that have been ruined by an apocalyptic event referred to as the Calamity. The Calamity not only destroyed the magnificent city of Caelondia – where the Kid hails from – but also seemingly everything nearby, including the home of the Ura… a superstitious warrior tribe who had often been at odds with the Caelondians. Unfortunately for the Kid, he has no idea how this transpired, or what to do in a world where everything has been smashed to bits. Helping him on his way is a low-voiced narrator who guides the Kid – and, by extension, the player – through the game’s action. The story is told (almost) entirely through the narrator’s quips, which come one line at a time. Rather than having to read through large blocks of text, we instead are treated to a consistent flow of short quips from the narrator. He remarks on almost literally everything… from the progress of the story, to the different perks the Kid equips as he levels up, to the Kid’s choice in weapons… and, of course, on every piece of junk that the Kid finds lying around the burnt-out wreckage of their former home.

As a result of this narration, I would say the story of Bastion is considerably richer than that of many other action-style RPGs – Diablo springs prominently to mind. However, the story is also fairly simple, despite a couple of twists, and there is a dearth of developed characters. It doesn’t play with the same richness as some of the all-time greats in the genre (like some of the Legend of Zelda games). I should, however, note that the casting of newcomer Logan Cunningham as the voice of the narrator does a lot to give this game a style all of its own. Not only does he seek to bring this world alive for us, but he imparts some significant emotion into the games’ heavier moments.

Gameplay takes place over a series of beautifully rendered worlds which are restored a bit at a time (in the form of terrain pieces, both the actual surface of the world and the details accompanying it) recalled from the aether beyond. A variety of enemy types inhabit this world, each with their own quirks. The Kid equips two weapons (and while a melee and ranged weapon are strongly encouraged for ease of use, these weapons can be any pair you desire), a shield which can be used to both block and reflect enemy attacks, as well as a spell chosen from a list of at least 25 such spells (in earnest, I didn’t count. I suspect I missed a few anyway). In addition, the Kid can carry a number of health potions and black potions which restore health and power spells, respectively. Using these implements, the Kid fights his way across a dozen or more chunks of the world, interspersed with ‘Proving Grounds’ for each weapon, where the Kid is called on to complete an extraordinary task with each weapon for big rewards. Between missions, he’ll return to the last safe haven of Caelondia, called the Bastion. In the Bastion, the Kid can purchase upgrades (ten for each of the game’s 11 weapons!), equip spirits (of the 80+ proof kind) that give him significant bonuses, and select his weapon loadout. The player can also make the game more challenging by equipping idols (similar to equipping skulls in the Halo game franchise).

The single player will take perhaps 8 hours to complete (more if you’re extra thorough or big on using idols) and is followed by a New Game+ mode.

I really can’t recommend this one enough. Even at the (seemingly) hefty price tag of $15, it delivers as much content as some newer games which have the gall to charge a full $60~ retail.

Review: Dragon Age II: Legacy


Dragon Age: Legacy is the first post-release DLC available for BioWare’s hit dark fantasy epic. Available for 800 MS Points (or $10), this DLC is launched from your in-game home (whether this is Gamlen’s House or the Hawke Estate, depending on when you launch the DLC) by interacting with a creepy statue that you’ve apparently kept as a memento. Depending on your difficulty settings, level, and party make-up, the DLC will take about 2 hours to complete. It is not noticeably more or less difficult than the primary game, but it does introduce a number of new adversary types that were not present in Dragon Age II (more on that later).

This DLC is visually impressive, using all new set pieces (including a set of desert ruins, a Carta base, and the interior of a Grey Warden fortress) and a location outside of Kirkwall or its immediate vicinity. Hawke and a chosen party of three head into the Vinmark Mountains in pursuit of a group of dwarven Carta members who have made an assassination attempt against Hawke. I have not completed the DLC with all of the different party members available, but I can safely say that there are significant (and pleasant) tie-ins for Varric, Anders, and Bethany (presumably Carver as well) as you proceed through the DLC. Although it is told largely through the prism of combat, as you would expect, there is a fairly hefty dose of story in Legacy. Several smaller stories are told through side quests, and the main plot thread takes us some place unexpected in the climactic scene as you confront the DLC’s final boss. The encounters in this DLC are a little more thought out than many of the ones in the original game, with scenarios such as enemy archers attacking from raised positions, and areas you are herded into that have been deliberately trapped (complete with activation levers! Try turning some of these traps on their owners instead!) New enemies include brontos (the large dwarven pack animals) which make charge attacks that will bowl members of the party over and have tough hides, the re-designed genlocks (who are now quite distinct from the hurlocks; especially their alphas!) and the Alpha darkspawn that were absent from Hawke’s foray into the Deep Roads in the original game. Also returning are the deep stalkers, who are in large-scale battles with spiders at several points during the DLC.

Legacy also features no fewer than three boss encounters that have some unique elements to them. The final boss uses a lot of impressive visual effects and set pieces, but quickly grows repetitive. You’ll see what I mean.

One of the selling points of this DLC will no doubt be the large amount of gold and gear that can be obtained by playing it. You should note before launching the DLC that you will find a goodly number of useful green items scattered throughout it, and the relative power of these items is determined by Hawke’s level when you enter the DLC. None of the new items improve as you level, so if you visit Legacy very early in the game (when you’re still leveling frequently and replacing gear often) you may not get the best bang for your buck. In addition, only Hawke’s new weapon is truly awesome; the other items may not be as useful later in the game when you have access to many powerful items. I personally attempted Legacy a few quests before proceeding into the Deep Roads, and then in a post-game save. Hawke’s new weapon (typed appropriately for you based on your weapon group, i.e. a dagger or a longsword) is pretty dang awesome. It will begin with a high damage for your level and add a little to a key attribute for your class. As you make your way through the Grey Warden fortress, it will gain three upgrades that you’ll select from a total pool of twelve, including an elemental damage upgrade.

Even before the sale of junk items from Legacy, you’ll have easily made 40 gold or more. In addition, your party will gain a large amount of experience in the play-through (for example, I leveled from 11-14 just through playing the DLC); especially if you complete all of the available side quests.

I genuinely enjoyed this one. It’s easily worth the $10 in my estimation, and shows the care that I thought was typical of DLC in the original

Review: NCAA Football 12


Yes, it’s that time of year everyone. Football season looms … at least, it does for the thousands of student athletes within the NCAA system. The NFL is still in limbo, even if it now appears inevitable (although either way, it won’t slow down the annual Madden release). Now, let me preface this review by saying that I don’t actually enjoy college football. I find the poor defensive play and imbalanced match-ups boring, and I hate the way that the BCS standings come together over the course of a season. The fact that the Big East has an automatic bid is a bad joke, etc. All of this is probably because I never attended a university where college football mattered. But absolutely none of that counts in the world of video games!

As a visceral experience, there’s a lot to be said for the college football style. Here, we still live in a world where running the football can be king, and a world in which the QB option (in a shocking variety of forms) can still be a primary offensive tool. Teams suffer every year from playing the service academies (who still run the triple option) because defending it is so different from the spread, or even the spread option, that most teams run. If you’re looking for a football experience where all of these systems are in play, then you should run — not walk — toward NCAA Football 12. Of course, most people are more NFL fans than NCAA fans, if the numbers are to be believed… but the one thing that the video game version will always have over Madden is that it isn’t quite so formulaic. We’re dealing with an eclectic mixture of offenses and defenses. If you care to start a dynasty (and the dynasty features are outstanding in the new version. In NCAA Football 12 we’re treated to the full coaching experience. More on that in a bit.) you have a ton of player turnover, which can make it difficult to have a consistent program. I suppose it’s probably easier if you’re a fan of Alabama or Florida. I’m not, so this title has a refreshing ‘battle uphill’ feel, especially in the Dynasty Mode.

The flagship promotion for this game has to do with the authentic recreations of the university celebrations, pre-game ceremonies, etc. It deserves to be the most outstanding feature. Granted, it has absolutely no effect on game-play, but one of the things that sets college football apart from the professional game is the sheer number of teams in play – each with their own unique celebrations, entries, and whatever else – who have their own tradition. If that kind of personalized experience doesn’t faze you, then you won’t find much of note has changed between iterations of this game. The graphics are still in the same generation, we have the same playbooks, the announcers have actually become less interesting (which may be a selling point, depending on your point of view – Lee Corso has made his departure), and there are no real innovations in game-play. The tackling feels slightly more authentic — that is, there’s less magnet tackling — and the AI that guides defensive players in zone defenses is dramatically improved over the 2011 version of this title. You can actually feel pretty confident when calling cover 3 defense… of course, this goes double for the AI player, who aggressively bats down passes (but mercifully doesn’t seem to randomly intercept any more). Still, the game emphasizes more than ever the value of lofting a pass high to avoid marauding defenders as opposed to just firing laser beam passes from point A to point B.

Outstanding features include the Dynasty mode. Returning are the online dynasty features, which were a huge improvement in last year’s title… but massively upgraded are the single player versions. You can now create your own coaching avatar who can hold the position of Offensive/Defensive Coordinator, or Head Coach, at a university of your choice – but who is held accountable for the team’s performance. The university has expectations, and you can experience first-hand being on the coaching hot seat and being fired from your job. Of course, if you’re good enough at the game, this is hardly a concern… but it does add a fascinating dynamic to the experience – a bad recruiting class could still doom you! If you are fired, you end up on the coaching carousel looking for a new job. It’s definitely a cool feature, even if you probably won’t run into it much.

The other game mode which received a significant overhaul is the Road to Glory mode. As always, you create a single player, and advance from a top-rated high school prospect through your collegiate career at whatever university. However, this time around, the experience is much more interactive. We’re treated with a game mode that allows us to fully develop a single player in a much more immersive way than in previous installments. Your created player will gain experience and skills — as always — but also adapt to (or be moved into) a specific role on the team. I imagine this is a much more authentic recreation of what going out for Div 1 sports is really like… but you tell me.

The game does take a significant step back in terms of calling audibles. I would say that the player is given more freedom than ever in terms of setting up audibles (with the addition of custom playbooks) but gone are the menus that actually tell you which button push calls what. Or, at least, they were absent for me. It seems like a senseless change, and one that left me feeling pretty bitter through my Dynasty play… when I had to frequently consult my audible chart in order to keep track of what I was calling, and when. If I could remember all of this playart, I’d probably be playing Div 1 football myself.

As always, this game will synergize with the Madden release in terms of draft classes, as the Madden schedule continues uninterrupted. Definitely worth a pick-up if you’re starved for some video game football, or if you consider yourself a college ball fan.

What I Played Today: Majesty 2 and MLB 2K11


MLB 2K11

I bought MLB 2K11 on the first day of its release… and, having played hours upon hours of it, I’ve been dying to review it ever since. The core problem, however, is that there’s really not that much to say about a sports game. Especially a baseball game. Especially a baseball game that doesn’t really boast any new features over its predecessor from the year before. It’s the tightest baseball simulation with the best graphics that I’ve seen. You know, since last year. It still uses the one-touch control system that basically lets you play the entire game with only single presses (or maneuvers of the thumbsticks. Whatever.) to take any action. I would say the ease with which the game can be played is its best feature by far…

And it’s hard to criticize the game, since they’ve culled the irritating features over the years, until the tight baseball simulation is basically all that remains.

It’s worth noting that unlike other sports offerings (Madden, I’m looking at you!) MLB 2k11 does a fantastic job of keeping up with the big league rosters if you’re playing in an online format, or if you just hop straight in and want to play a game of baseball.

As you would expect, the game has all of the modern game modes. Many of the big achievements revolve around the My Player mode, which is also one of the most fulfilling modes… depending on the position you prefer. I would say, tentatively, that I’ve spent more time in My Player than in Franchise or Play Ball this year. It really is kind of fun to work your way up from AA ball into the big leagues, and then to carve a name out for yourself from there. I like this mode in MLB far better than I ever have in Madden, and I really can’t recommend it any more strongly.

Oh, and it’s worth noting… out of all of the 2K Sports offerings for baseball, this one is easily the best. It runs mostly alike to the 2K10 effort, but as you would expect, it’s a little tighter, and a touch better looking… and, really, with not much else to improve on that’s the story of the game. If you like baseball, or you have some hankering to play it, this game is definitely for you. If you’re looking to gain 1000 GS then this game will disappoint you with the amount of time required to earn some of the achievements. If you’re *that sort*, I wouldn’t bother with this title.

Majesty 2

The self-described fantasy sim game, Majesty 2, makes its triumphant return on Steam. I bought the gold collection when it became available partially out of nostalgia, and partially because I desperately wanted a strategy game to play that I hadn’t worn out. I could always return to StarCraft II, but for some reason Majesty 2 caught hold of my imagination, and drew me back in.

The outstanding feature of Majesty 2 as opposed to your generic RTS game is that much of the action is not under your direct control. Your armed forces consist of guards, who will defend your town and your palace in a very automated, very uninspired, way… and heroes, who do their own thing, unless they’re being paid. You can throw out contracts of various types (examples include ‘destroy target’, or ‘explore region’) in the form of flags, for which you announce a bounty you’re willing to pay. In an ideal world, your heroes will help you out, and dash to the rescue. Of course, the interest level of your heroes and their personal gumption depends both on their hero type and their hero level. For example, the Rogues from the Thieves Guild are a bit on the cowardly side and flee at the first sign of real trouble, while the Rangers Guild and its heroes are particularly excited about exploring the wilderness and battling beasts.

You personally control the construction of town structures and fortifications, and choose the path through the single player campaign; a rich experience which takes its decent share of time. This experience can actually get a little repetitive; you’ll want the missions to end a bit quicker, at the very least, no later than halfway through the campaign. No doubt if you’re better at the game than me, this will never become a problem.

L.A. Noire

Strictly as a tease… I’ve been playing a great deal of this game lately. A full review from me is forthcoming.

Quick Review: L.A. Noire


It was a dark and stormy night, the scent of blood in the rain, and I found myself huddled in front of my XBox. 

In the gaming world, bringing out a new IP can be tricky. If you have a great design team and a fantastic story, sometimes players will gravitate to it. Ubisoft’s Assassin’s Creed and Rocksteady/Eidos/WB’s Batman: Arkham Asylum are great examples of a new IP that actually managed to stand on it’s own. EA’s Mirror’s Edge, though one of my favorite games, didn’t garner enough interest to keep EA/Dice from shelving any possible sequels. I believe the problem with Mirror’s Edge was that it was a niche game. If you loved parkour/freerunning and dealing with puzzles, it was a fantastic game. If you were nauseated by first person movement, you never touched it.

And this is the danger that Rockstar’s L.A. Noire faces. It’s a detective story, and it’s going to be hard pressed to pull the Halo and Call of Duty shooter crowd (myself included) into its web. Unlike other Rockstar Games, you don’t spend too much time trying to cause mayhem to the city or roaming around. You can play in the sandbox, sure, but you also have a purpose in trying to stop crime. In a sense, you could compare it to the Spider Man games, sans web shooters and sticky fingers/feet. Know this, if you don’t at least watch someone play this game or try it yourself, you are seriously missing out on something grand.

Let me repeat: “You are seriously missing out on something grand, if you don’t at least try it.”

In L.A. Noire, you play Cole Phelps, fresh out of WW II with a Silver Star and logically moving to a role of a officer in the L.A.P.D. Quick to make a name for himself, Cole takes the initiative to further his career by solving the crimes he comes across. This moves him through the ranks and brings him to some of the more high profile cases in LA during the 1940’s. You can move through five different styles of investigations, ranging from Homicide to Vice to Arson. The case system in L.A. Noire is very cool, and requires you to walk the perimeter of a crime scene to examine the clues that are around. The music in the game helps to let you know if you’re moving too far away from the crime scene (the music will stop playing), if you’ve stumbled onto a clue (a chime), or if you’ve managed to collect all of the clues in an area (an uplifting melody). What’s important to note is that gathering evidence isn’t as easy as picking up an object and adding it to your inventory. You have to sometimes turn the object around in Cole’s hands to make sure that he sees (he sees, not that you see) something of particular about it. It takes the Detective Mode of Batman: Arkham Asylum up a notch in that even you may find clues and info in both games, L.A. Noire lets you choose how to incorporate it in your interrogations. It would be interesting to see if Arkham City has a similar approach along the line. The Interrogation features of L.A. Noire introduces a new technology to Rockstar’s arsenal called MotionScan. This tech, similar to what was used in The Social Network allowed them to map the actors facial movements. This becomes a key part of the interrogations in that you can effectively ‘read’ a witness and tell if they are lying to you or possibly have some doubts to what they’re telling you. I haven’t seen anything like this since Intrigue! For the Commodore 64, so it’s pretty refreshing to encounter the system here.

The one problem I do have with L.A. Noire so far is that the Interrogation System (at least in one of the first 3 cases I handled) seemed to run in a loop. When I fouled up an Interrogation, I was forced to redo it until I got it right. I believe it was because of the case I was working on (it was literally the introduction to Interrogating), and that other cases may not do this. If all of the interrogations have that style, that could become a problem. The whole “do it until you get it right” is great in a game like Mirror’s Edge, but it would be nice to see a case slip from your fingers because you botched something.

You’ll also find a number of cameos from various actors in L.A. Noire. Keith Szarabajka (The Dark Knight) is the narrator of the story, and you’ll also run into Courtney Gains (Memphis Belle, The Burbs) and many others (including Fringe’s John Noble), which adds to this.

Of course, it wouldn’t be a Rockstar Game without the Sandbox to play in. The Sandbox here is Los Angeles, 1947. I can’t comment on how realistic it looks, as I’ve never been to L.A., but for the purposes of this game, it makes sense. From what I’ve played so far, it’s not as rich and picturesque as Red Dead Redemption, but it does definitely fit the atmosphere of a noir story. Shadowy corners, dark alleys, it’s done quite well. Add to that the music of the story, a mixture of Jazz and action paced tunes, and you’re pretty much in a detective story all your own. Overall, L.A. Noire breaks a lot of new ground in what it achieves. You won’t get the Grand Theft Auto experience in that you’ll go crazy shooting and crashing through the city, and it might not be for every audience out there, but for those who love detective stories or crime dramas, it’s a definite gem.

What I Played Today: Transformers: War For Cybertron


In my recent hunger for new games to play (not new to the world, just new to me, mind) I started browsing the Steam store… and playing some of the crap that was coming in off of my Gamefly subscription. In honour of the fact that I haven’t written a column in three weeks, I thought I’d throw out some quick thoughts on a game I’ve played quite a bit recently. Sadly, it’s not a new title anymore… but there it is. Maybe next time, Gamefly… maybe next time.

Transformers: The War for Cybertron – My most recent arrival from Gamefly. It’s a solid game. The game-play is pretty tight, and it does a pretty decent job of integrating the idea of both heavily armed and armored robots… as well as their ability to transform into things. The whole system is pretty simple – and you’ll discover over hours of game-play that it lacks a certain level of depth – but the game is certainly fun enough.

The single player mode has you taking command of a single Transformer in the service of either the Decepticons or the Autobots (both have their own full-length campaign mode, which combine together to tell a single story). We are taken far into Transformers Past and the initial battle for control of the planet Cybertron that began the million-year-long war between the two factions. Ambitious Megatron claims that he will build a galactic empire rightfully dominated by the power of the Cybertronians… while Optimus Prime and his Autobots battle based… well, mostly on principle. Honestly, we’re not given much background. Luckily, the story is simple enough; nobody is going to get lost in this narrative.

You’ll recognize the names, and the look, and even the transformations of the titular robots in disguise… but one of the game’s most disappointing features is that there isn’t the variety from Transformer to Transformer that you might be hoping for. Although each one has a unique loadout of one or two weapons, their unique transformation, and a pair of special abilities, all of these are drawn from the same pool (with the exception of the transformations… oh, and Megatron and Optimus Prime receive unique weapons… but they’re the only ones). Ultimately, you’ll probably end up fighting with whatever weapon you like best / whatever weapon you happened to find that will work for the given situation. This isn’t a terrible thing; after all, games like Halo are completely based on the concept of two weapon swaps, switching out weapons for new weapons and so on, and the model works.

Still, the game has some fun voice acting, some cool level designs… and it’s pretty fun to roll through. The levels are longer than I expected going in… which is both a plus and a minus. Since the gameplay is, on the whole, fun… it’s not debilitating… but some of the sequences definitely begin to drag before you’ll finish a given level. The sequences can be challenging, depending on your difficulty level, but there’s earnestly nothing in terms of tremendous innovation in any of the game-play sequences. Basically you’re thrust into a third-person shooter with a variety of terrain, weapons, and enemies… and you go to town. There’s nothing wrong with that, but there’s nothing to this game that really makes it feel Transformers-y… aside, again, from the transformations themselves. At times, these will help you out, and do add an element to the game.. but you’re going to want to spend most of your time in combat in your robot form, doing robot things.

Oh well.

The multiplayer component features a few modes  modes. The competitive multiplayer modes (Deathmatch, King of the Hill, etc.) bear some similarities in structure with Activision’s Modern Warfare 2, with perks and levels and so on. The co-operative multi-player is headlined with the by-now-completely-standard horde mode (called Escalation in this particular incarnation), where you face off against wave after wave of enemies. I know that there’s only so many permutations of multiplayer modes; particularly within a given genre. I accept that each game isn’t going to break new ground with its multiplayer modes or concepts. That having been freely admitted? There wasn’t much to get hooked on here.

If for some reason you haven’t been turned off by the movie franchise or the endless bastardization of the classic Transformers, and you enjoyed this game, there’s something to look forward to: A planned sequel in 2012.

Review: Trouble Witches NEO


Over this weekend I came across a little game over on Xbox LIVE Arcade listings that I knew I had to buy and play. Of late, I’ve been playing quite a bit of the so-called “shmup” (shoot ’em up) arcade shooters. While I’ve played such games in the past the niche shmup titles of the gothic lolita variety which have become quite popular in Japan was still new to me. My first introduction to this subgenre of the shmup was when I bought a copy of the gothic lolita arcade shooter Deathsmiles for the Xbox 360. Less than a year later I’ve bought a second game which improves on the previous one I bought. Trouble Witches NEO from SNK was seen, downloaded and soon played for countless hours over the weekend.

Trouble Witches NEO (developed by the doujin team from Studio Siesta in conjunction with Bouken and SNK) is quite similar to the many shmup arcade shooters now coming out of Japan and being discovered by Western gamers. Like Cave’s Deathsmiles series (there’s two games released for the series and plans for more), this title is bullet hell taken to the next level. It also uses the popular trend of using “moe” (overly cute) character designs that usually range means all characters will look like gothic lolita in design. While Trouble Witches NEO does have it’s gothrori look it does share lots of similarities with the cult shmup series Touhou Project. That series is pretty much a “mahou shoujo” (magical girl) smorgasbord and Studio Siesta’s own title bear’s similarities.

Sure, one would say the game is very cute to the point of sickening (for some but not to me), but is the game any good they would ask. I would happily declare that the game is quite good. It boasts three different difficulty levels that should allow for all sorts of gamers to try from the pathetically newbie to the shmup genre to the hardest of the hardcore who have mastered all the shmup titles Japan has to offer. The game also offers several game modes from the title’s Original version which pretty much ports the Japanese arcade version straight to the console as seen by the 4:3 aspect ratio gaming screen. There’s also the “Arrange 360 Mode” which updates the game’s graphics for the Xbox 360 and gives it widescreen gaming window. It’s in this newer mode that one can play single-player, multiplayer (offline with another controlled and player), Story Mode and an online co-op through Xbox LIVE. There’s also the usual Score and Boss Attack modes which should challenge even the most hardcore shmup gamer.

It’s in the Story Mode where one can unlock two other maid-witches (the term generally used for the playable characters in this game and others of its kind) by playing through the mode with each of the 6 available playables. For 160 MS Points a player can download a 9th playable character. It’s not necessary to buy this playable, but for 160 points it’s not bad and she’s actually much more powerful then the other 8 which should help in trying to rack up a major high score in the Score and Boss Attack Modes. The former just needs a player to score as many points in the time allowed (3 or 5 minutes). The latter mode just has a player fighting the 6 bosses in the game over and over until all their lives are spent. So, as you can see this game doesn’t lack for replayability value. Just trying to go up in the online leaderboard ranks should occupy a gamer days if not weeks to try and accomplish.

The gameplay itself is not to difficult to do. The left analog stick or the D-Pad ( I recommend using the analog stick option) controls the player’s maid-witch while the A-button fires her basic attack. The B-button activates one of three Magic Cards a player can buy in a floating magic shop. Each card gives a player different attack options. Some are as basic as a 7-way fire which fills the screen to a decoy that attracts enemy fire to the ultra-powerful Fire Bomb which literally takes out everything it touches on the screen. The shop itself also sells extra health (lives in this game) and a magic potion which will increase the time a player can use the all-important Magic Barrier.

The Magic Barrier (activated by pressing the X-button) creates a circular barrier around the player which slows down incoming fire by turning them a purplish-pink. To make it even more interesting, if a player destroys the enemy whose fire has been caught in the Magic Barrier those very enemy fire turns into Gold Coins (Star Coins if a Magic Card ability is used to destroy the enemies) which can now be used to buy replacement Cards or buy new health/increase magic level. The Magic Barrier lasts only as long as the player’s total amount of magic which begins at a default 120. One can remove the barrier at any time by pressing the X-button again which will allow it replenish on its own. Gamers will soon learn to use this Magic Barrier strategically. It’s best used when there are a lot of enemies on the screen who give off tons of fire.

Overall, Trouble Witches NEO is another shmup arcade shooter which has made its way into the Xbox 360 and one that is worth the 800 MS points needed to buy it (960 points if one buys the 9th playable). It’s a fun game that’s readily accesible to all levels of gamer, but still very challenging to the veteran shmup gamer (I’d dare say even those would have a hard time mastering this title). While only a couple of these shmup titles have been available to North American Xbox 360 users there’s many more available to Japanese Xbox 360 owners and hopefully those other titles will make the jump to the West just like Trouble Witches NEO.

PS: As a treat to fans of this type of game Trouble Witch NEO comes not just with the localized English-language voice acting (which is hilarious in it’s awfulness when heard during the Story Mode cutscenes), but with the original Japanese-language voice. Just my preference I always switch the setting to Japanese language. The game retains it’s “moe” factor in that setting and definitely loses it when the English-language was picked.

April Power Poll


The rack has seen some serious action since I last addressed this topic back in March (not the smallest change has been the introduction of an entirely new physical rack. It’s more of a drawer now, but that has less torture-device correlations). As you may know, one of the most important ways in which I get access to video games over time is through my long-running subscription to Gamefly. I use the two-game package, because inevitably at least one of the two games sits around for ages while I play the other and any new releases… still, it does give me a way to play a bunch of games that I would never consider spending $60 on. In theory, GameFly will send you the games you really want at the top of your list. Of course, the reality is that when you build a queue of 40 games it’s sometimes a surprise to see what shows up in the post. Am I getting some A+ rated game I forgot I wanted to play two months ago, or something terrible that had some flashy reviews and bamboozled me? Well, if it’s the latter, at least I didn’t pay full retail.

Anyway, non-seq introductions aside, here once again is my Video Game Power Poll… in April. These are games that command significant time. If you think I have good taste in games, you may want to check some of these titles out. As always, I’ll try and give long-winded blurbs about each game as we go. And they’re still in reverse order. And no, I wouldn’t turn down sex for any of them. (Well, maybe for #1). Also, I’ve only got seven entries this month. I’m more dedicated than usual.

7. Call of Duty: Black Ops. Still standing strong months, and months, and months later. I’d actually taken a significant break from this title, but then my friend B and I played some the other night, and I was right back in. There’s something about the visceral pleasure of shooting people who think they’re doing a great job camping that never tires. Of course, when I first came back, the rust pretty much locked me up… and some of the game’s flaws have me longing for the next Modern Warfare release. When does that launch again?

6. Marvel vs. Capcom 3: Fate of Two Worlds. This one is really up and down depending on mood. I had whipped myself into a serious fighting game craze for a couple of weeks there… and it made me think harder about Mortal Kombat. I’ve had some predictable issues with the online multiplayer. I still hold strong to the belief that fighting games were meant to be played against people in the same room. You know, to avoid that whole lag issue.

5. League of Legends – It’s been suffering from some server instabilities in the last little while… but they thoughtfully gave out a pittance (and I do mean pittance) of in-game Riot Points to buy things with as compensation. I did buy some stuff from them to support disaster relief in Japan, and I saved a copy of the picture of their CEO holding up a huge cardboard check to my hard drive. This game is never going away, though, because they just keep improving it!

4. Bayonetta – This one is a GameFly rental. It’s actually kind of an old game by now, apparently. I had never even heard of it until it popped up while I was perusing GameFly’s database. It sounded worth a look, so I went for it. It’s visually stunning, but took some real getting used to after years of playing FPS, sports, and RPG games. Maybe I need to branch out more often.

3. Dragon Age II. It still won’t die. There’s a lot of permutations to this one… and I love the fact that the automatic dialogue from Hawke changes based on the responses I frequently pick in-game… I love the characters. Wait, I did a whole review on this.

2. Red Dead Redemption. Another GameFly-er… finally. I actually had wanted to play this title since its launch, and I’m just now getting to it. Definitely going to be the subject of the next ‘what I played today’ style column. This one is definitely worth checking out for anybody who hasn’t gotten around to playing it yet. It’s very much in the style of Grand Theft Auto 4, but with a lot of improvements (in my mind) to the game-play. Of course, if you don’t like westerns, it’s probably a stay-away.

1. MLB 2K11 – I’ve been trying to author a review to this game for months. Seriously. I started writing the day of its launch after I bought it and powered through a few games straight. I love it. It has some weird glitches that are kind of frustrating, but if you want to play baseball, there’s a lot to like in this release… I guess pretty much like every year. Anyway, with all of the excitement over the baseball season itself, I’ve been glued to this title a lot. I suppose it will cool off in time (just as my Madden obsession inevitably does) but then again, the baseball season is a lot longer. I particularly like the ‘My Player’ create-a-player mode in this year’s offering, which is pretty meaty. Baseball is a good sport for it.

What I Played Today: Jade Empire


Every so often – because I like old games better than I like new ones, or so I’m told – I like to revisit a classic game. I’m sure, if you read my columns often, you’ve noticed that by now. Continuing this month’s theme of BioWare inundation (spurred, of course, by the release of Dragon Age II and the Arrival DLC) today I decided once again to play a little Jade Empire. Longtime WRPG fans will remember the title from its 2005 debut. Newcomers to BioWare’s camp may have missed this jewel. In the interests of saving the integrity of the game for anyone who never played the original release, I’m going to avoid serious game spoilers here, even though the game has been out for six years now.

The first thing I’ll say is that this game holds up better than most other original XBox titles with graphics that are bearable, at least, and smooth play on the XBox 360. I never played the game when it was originally launched on XBox, and only got into it after a friend recommended that I fork over the cash to buy it on the XBox Originals in Marketplace. Smooth emulation aside, I immediately fell in love with the title. Jade Empire offers a highly interactive game-play experience (more on this later) that is settled on the solid foundation of classic BioWare RPG structure. We slowly accumulate a group of loyal followers, whose personal story develops through conversation options between major plot developments in the overall story. Although many of these characters follow what we might call the “BioWare Rules” in terms of their personality archetypes (although Dawn Star is unconventional, she still reeks of Carth Onasi, doesn’t she?) they’re predictably detailed, with a diverse set of backgrounds and motivations. In this respect, I hardly think that Jade Empire is the gold standard for WRPGs. Its relatively simple story progression doesn’t lend toward diverse side missions undertaken in far-off locales.

The game’s outstanding feature, however, is not the party members, the story, the voice acting, the graphics… or even the interesting-in-theory morality system of competing philosophies. Unfortunately, while the idea of two philosophies competing against one another (Open Palm and Closed Fist) sounds compelling, and a refreshing departure from someone merely being good or evil, light or dark side, it amounts to the same thing. The complex motivations that would drive a practitioner of the Closed Fist according to the game’s story ultimately don’t matter; points are accrued by being a jerk, just as always. Sliding scale morality systems are always going to be imperfect in general, of course, while we’re on the subject… but I almost feel as if Jade Empire could have benefitted from a dual system; having both a good vs. evil slider, as well as competing philosophies (in this scenario, we might wish for more than two that are so diametrically opposed). Oh, and why can’t we ever have a philosophy of neutrality in these games? Wouldn’t that be fun? Maybe not.

The reason I keep revisiting Jade Empire, attempting to jump off for the third time, is because of the interactive game-play system. Even Mass Effect with its shooter based game-play doesn’t explore the potential as deeply as Jade Empire, which plays successfully like some kind of action game, only with distinct RPG elements. It lacks the elaborate combos that we might see from Devil May Cry or similar games, but it interweaves level-ups and equipped items just like a more traditional RPG. Unlike latter-day BioWare offering Dragon Age, we are truly rewarded in Jade Empire for dodging, and knowing when (and from where) to use our different martial arts styles and their different unique powers. Now, of course, those who are traditionalists and would rather have the stats decide things (this also includes people who just aren’t that good at action games) I suppose this is probably frustrating. I personally think it’s mild enough that once you get the hang of it almost anyone could have fun with the system and be successful in the game. For me, this outstanding combat system makes the game incredibly easy to just drop in to and play. In fact, every time I load it up and play, I angst over how much fun it is… and how it’s the one game amongst all of BioWare’s RPGs that never got a sequel.

Oh, yeah, and as a side bonus, the game features a 2-D scroller style airplane game where you pilot your airship and fire your weapon straight up toward a variety of aerial enemies and hazards that cross the screen and generally try to ruin your day. All of these sequences but the first one are optional, but they provide a nostalgic element for me…  and completing them provides a bunch of XP within the game, too.

And hey, maybe if enough people realize what a great game Jade Empire was… we’ll get that sequel after all.